Answered

Why Can't change the Animated Propreties names?

Arian 5 months ago updated 5 months ago 2

hey, I changed some naming in my Player Prefab and now my Animations is not working well. so I tried to change the naming in Animation and then export it again but I can't find anything related to this. so for example I had Object_Handler in my player now I changed it to Item_Handler, so what should I do? I can't just lose all the keyframes to just renaming the object!

UMotion Version:
1.92p02
Unity Version:
Unity 6000.10f1

Answer

Answer
Answered

Hi Arian,
thank you very much for your support request. In Unity, animations use the name of objects to reference them. So that the animation isn't working straight after changing an objects name is kinda by design.


But fortunately you don't have loose your key frames in UMotion. Here is how to deal with re-naming step by step:

  1. Imagine you have a working UMotion project.
  2. Now you want to rename an object of that character.
  3. Click on "Clear" in the UMotion pose editor to release the character for editing.
  4. Now you can rename the object of your character in Unity's Hierarchy window (e.g. Change "Object_Handler" to "Item_handler").
  5. Assign the character to the UMotion pose editor again.
  6. UMotion will notify you that it found a new transform (the one you just renamed) and that it is going to be added to the UMotion project.
  7. (If Humanoid) Make the new transform visible again (go into config mode, select the object in the hierarchy and under "Properties" set "Visiblity" to "Show").
  8. Go back to pose mode.
  9. In the clip editor, open the curves of the old transform (it should be shown in yellow as missing). Copy all key frames and paste them into the new transform. Repeat this steps for the position/rotation/scale properties.
  10. Verify that everything is working as expected. Then you can go into config mode and click on "Cleanup" in order to remove the old transform from the project.

Hope this helps. Please let me know in case you have any follow-up questions.

Best regards,
Peter

Answer
Answered

Hi Arian,
thank you very much for your support request. In Unity, animations use the name of objects to reference them. So that the animation isn't working straight after changing an objects name is kinda by design.


But fortunately you don't have loose your key frames in UMotion. Here is how to deal with re-naming step by step:

  1. Imagine you have a working UMotion project.
  2. Now you want to rename an object of that character.
  3. Click on "Clear" in the UMotion pose editor to release the character for editing.
  4. Now you can rename the object of your character in Unity's Hierarchy window (e.g. Change "Object_Handler" to "Item_handler").
  5. Assign the character to the UMotion pose editor again.
  6. UMotion will notify you that it found a new transform (the one you just renamed) and that it is going to be added to the UMotion project.
  7. (If Humanoid) Make the new transform visible again (go into config mode, select the object in the hierarchy and under "Properties" set "Visiblity" to "Show").
  8. Go back to pose mode.
  9. In the clip editor, open the curves of the old transform (it should be shown in yellow as missing). Copy all key frames and paste them into the new transform. Repeat this steps for the position/rotation/scale properties.
  10. Verify that everything is working as expected. Then you can go into config mode and click on "Cleanup" in order to remove the old transform from the project.

Hope this helps. Please let me know in case you have any follow-up questions.

Best regards,
Peter

Thank you this works great!